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<title>Fluorine-Manager.git/libs/basic_games, branch main</title>
<subtitle>A port of MO2 in linux with NaK integration and FUSE based VFS. Comes with Root Builder support by default.</subtitle>
<id>http://git.schererleander.de/Fluorine-Manager.git/atom/libs/basic_games?h=main</id>
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<updated>2026-06-23T21:59:34Z</updated>
<entry>
<title>Add OpenMW support</title>
<updated>2026-06-23T21:59:34Z</updated>
<author>
<name>tristan-iu</name>
<email>tristan.iung@hotmail.com</email>
</author>
<published>2026-06-21T16:00:23Z</published>
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<id>urn:sha1:e490b76e6ca5c5bbc52429a2cf16b7fe91fffc09</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add Red Dead Redemption 2 support</title>
<updated>2026-06-11T04:56:36Z</updated>
<author>
<name>SulfurNitride</name>
<email>SulfurNitride@users.noreply.github.com</email>
</author>
<published>2026-06-11T04:56:36Z</published>
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<id>urn:sha1:ce4aca6f32ad3a593fc722a12306711e4e5efa63</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Update MO2 beta 12 integration</title>
<updated>2026-05-24T05:19:52Z</updated>
<author>
<name>SulfurNitride</name>
<email>SulfurNitride@users.noreply.github.com</email>
</author>
<published>2026-05-24T05:19:52Z</published>
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<id>urn:sha1:dad7de1e534837f9ea677925e7c87a3d816f9baa</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix native Stardew launch paths</title>
<updated>2026-05-24T02:25:13Z</updated>
<author>
<name>SulfurNitride</name>
<email>SulfurNitride@users.noreply.github.com</email>
</author>
<published>2026-05-24T02:22:43Z</published>
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<id>urn:sha1:12ce612e00af99990d364b1b74aca39e81b4d56f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>mo2: catch up to upstream 2.5.3 Betas 3-11</title>
<updated>2026-05-17T00:51:40Z</updated>
<author>
<name>SulfurNitride</name>
<email>SulfurNitride@users.noreply.github.com</email>
</author>
<published>2026-05-17T00:51:40Z</published>
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<id>urn:sha1:549b84b0f8815737c93913b200dde3821a062cb0</id>
<content type='text'>
Multi-area sync against the upstream MO2 2.5.3 beta line. Roughly three
logical sections share the diff:

Catch-up (Betas 3-11):
- nxmaccessmanager: drop "supporter" from validRoles so non-premium
  supporters get the right download path (Beta 10)
- mainwindow: disable tutorial triggers at the trigger sites; Qt 6.11
  lockup on child windows (Beta 4)
- basic_games: add Kingdom Come Deliverance 2, Slay the Spire 2
  (Betas 11, 6)
- uibase: add NXM collections parsing fields/accessors + (?:nxm|modl)
  scheme support in NXMUrl (Beta 9)
- Starfield: blueprintPrefix() on IPluginGame; plugins.txt write
  suppression for blueprint plugins; hasInvalidBlueprint /
  hasUnpairedBlueprint diagnoses; Title-keyed content catalog
  consolidation (Betas 3-5)
- downloadmanager + systemtraymanager + organizercore + iuserinterface
  + settings: add Beta 11 "show notifications when downloads complete
  or fail" toggle and the showNotification plumbing
- nxmaccessmanager: restore upstream re-entry guard for OAuth refresh
  and the styled OAuth response page (Beta 11)
- organizer_en.ts and game-bethesda *_en.ts: pull upstream HEAD strings

Workarounds tab removed:
- Delete settingsdialogworkarounds.{h,cpp}; drop the tab in
  settingsdialog.ui; move "Enable archives parsing" into General
- Hardcode GameSettings::forceEnableCoreFiles() to true so the
  primary-master toggle-off bug (DLCs unchecked on tab refresh) can't
  recur; setter becomes a no-op
- No-op stubs for offlineMode, useProxy, useCustomBrowser, Steam
  appID/credentials, executablesBlacklist, skipFileSuffixes,
  skipDirectories — UI gone, accessors keep call sites green
- settingsdialognexus drops the custom-browser wiring; spawn drops the
  "Change the blacklist" Retry path

Beta 9 download manager port:
- fileID-first match in nxmFilesAvailable and
  nxmFileInfoFromMd5Available; filename remains the fallback
- NexusInterface::isActiveFileStatus() helper; rewrite of
  nxmUpdatesAvailable to use pickNewestVersion /
  findUpdateChainSuccessors / resolveInstalledFileId. ARCHIVED_HIDDEN
  now correctly treated as inactive
- std::optional&lt;unsigned int&gt; reservedID on DownloadInfo factories and
  on the three addDownload overloads; startDownloadURLs and
  startDownloadURLWithMeta return the canonical DownloadID instead of
  m_ActiveDownloads.size()-1 (which was the index, not an ID)
- QHash&lt;unsigned int, DownloadInfo*&gt; m_ByID maintained alongside
  m_ActiveDownloads at every mutation site; downloadInfoByID is now
  O(1) via m_ByID.value(id, nullptr)

LOOT remains intentionally stripped (lootcli build cruft cleaned up
separately). BSA wide-path skipped — Linux UTF-8 paths already work.

Co-Authored-By: Claude Opus 4.7 (1M context) &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>games: Ready or Not — accept both Steam and Epic binary names</title>
<updated>2026-05-16T18:46:14Z</updated>
<author>
<name>SulfurNitride</name>
<email>SulfurNitride@users.noreply.github.com</email>
</author>
<published>2026-05-16T18:46:14Z</published>
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<id>urn:sha1:a0747cabb420d699be3a1dd4c63f47c5153bd7b9</id>
<content type='text'>
The Steam build of Ready or Not ships its main executable as
ReadyOrNotSteam-Win64-Shipping.exe; the non-Steam build (Epic / GOG)
ships plain ReadyOrNot-Win64-Shipping.exe. The shipped plugin only
listed the latter, so Steam users hit "game directory not valid"
and couldn't open the instance.

Override looksValid() to accept either binary so detection works
out of the box for both stores. GameBinary defaults to the Steam
variant since Fluorine is Steam/Proton-oriented; the override
makes the non-Steam binary equally valid for instance opening.

Bump plugin version to 0.0.0.2.

Co-Authored-By: Claude Opus 4.7 (1M context) &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>bg3: tolerate dangling Wine-prefix symlinks in metadata dirs</title>
<updated>2026-05-16T16:20:56Z</updated>
<author>
<name>SulfurNitride</name>
<email>SulfurNitride@users.noreply.github.com</email>
</author>
<published>2026-05-16T16:20:29Z</published>
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<id>urn:sha1:25de000982a6281e3efdd8db896c731c333e7b48</id>
<content type='text'>
When the BG3 metadata path (e.g. AppData/Local/Larian Studios) is a
symlink left over from a previous prefix setup that points at a Steam
compatdata path which no longer resolves, pathlib's
mkdir(parents=True, exist_ok=True) raises FileExistsError — exist_ok
only suppresses the error when the path is an actual directory, and a
dangling symlink fails is_dir(). The launch crashed in
bg3_file_mapper.create_mapping before any mods were deployed.

Walk the path top-down on FileExistsError. For each component that's a
dangling symlink, resolve its target via os.path.realpath and create
the directory there so the symlink becomes valid and the original
mkdir succeeds. Cross-prefix sharing (the reason these symlinks exist)
is preserved.

Co-Authored-By: Claude Opus 4.7 (1M context) &lt;noreply@anthropic.com&gt;
</content>
</entry>
<entry>
<title>bump to larian-formats 0.8.1</title>
<updated>2026-05-16T15:20:19Z</updated>
<author>
<name>Saghm Rossi</name>
<email>git@saghm.com</email>
</author>
<published>2026-05-16T15:20:10Z</published>
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<id>urn:sha1:089542fa4dc43a59a08bdab06a96d399fbf6c53b</id>
<content type='text'>
Contains the following changes:
* Older mod formats (v15 and v16) supported
* Less strict meta.lsx parsing (empty values will use the default for
  the type)
* zstd compression support
</content>
</entry>
<entry>
<title>pass correct path when packing loose files</title>
<updated>2026-05-15T01:28:57Z</updated>
<author>
<name>Saghm Rossi</name>
<email>git@saghm.com</email>
</author>
<published>2026-05-15T01:28:45Z</published>
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<id>urn:sha1:63aa1c73f31b8972f15b3c89b5a8475d357d6f61</id>
<content type='text'>
</content>
</entry>
<entry>
<title>skip log warning when parsing packed loose files</title>
<updated>2026-05-15T01:18:34Z</updated>
<author>
<name>Saghm Rossi</name>
<email>git@saghm.com</email>
</author>
<published>2026-05-15T01:14:37Z</published>
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